My Battletech project has started to come together as I had noticed that RAL PARTHA EUROPE was selling packs of hex maps for 10 for £10 so I've picked up a pack and eagerly await its arrival so I can try some classic Battletech.
Apparently the pack will contain sheets from set one and two of the original collection as well as some Solaris ones so I'm hoping for a good variety of terrain for my mechs to fight over. I'm especially hoping to get one of the original maps as it was the design that I remember best:
I also spotted that you can now buy shiny neoprene hex maps but at present, I think they are probably a bit on the expensive side at £25 each but I may invest in one at some point in the future but figure for a project that I am trying to keep cheap, the paper ones combined with my usual gaming table will do the trick.
Speaking of which, I'm interested to see how playing using the hex map versus gaming terrain affects the way the game plays so I'll need to try out both styles once the maps arrive to see how things go. There's also the option of Alphastrike which looks like a nice, quick but still tactical option that is worth exploring too.
Essentially, Alphastrike is the wargame version of Battletech, allowing you to field larger forces including combined arms with ease. I currently have the original version with the companion volume adding lots of extra stuff but a new Commander's edition has been released which combines the two and revises them so next month may see me get the pdf of that.
Having followed the Death From Above Wargaming channel on Youtube who have posted quite a few battle reports using the system, I must admit it looks rather good and I've already tried out a couple of quick games of it with two lances of Mechs. I found it to be a great fun option but have thus far only used the basic rules featured in the book so will need to delve further to see what a more advanced game will involve.
With things coming together, I shall need to organise my forces. Using my paper counters, I have two companies built and ready and they've already featured in a campaign over on my Tales From Farpoint blog.
First up, there's Wilson's Hussars, a down and out mercenary company who have found themselves washed up on the Periphery with mechs that are on their last legs and few prospects.
Wilson's Hussars
I originally read about them in the Mercenary Handbook and the artwork and description really called to me as I liked the thought of having the lowliest of forces and making an effort to regain their glory days through a campaign or two as they fight for various powers on the Periphery before possibly moving back to the Inner Sphere.
According to the background found in the Mercenary Handbook, bad luck and poor command by their now deceased commander has left the group washed up in the Outworld Alliance following a catastrophic defeat and abandonment by their previous employer.
Captain David Wilson, the new commander of the Hussars is desperate to take any employment he can get for his troops, even piracy. Fortunately for them, the Magestrix Kyalla of Canopus has been offering contracts with small, impoverished mercenary units and has recently hired the Hussars to defend Rynn's Steading, a seemingly low priority world that the Canopians have settled. Unbeknownst to most, the world has several caches of Lostech and an abandoned Starleague facility.
Only time will tell whether Wilson's Hussars will ride to glory of ignominy but thus far, they have held their own against the foes they find themselves pitted against, Red's Marauders.
Red's Marauders
Red Redowski is a pirate captain operating from a base deep in the Periphery. His origins are unknown but over the last two years he has lead his company on repeated raids hitting the Magistracy of Canopus, Tauran Concordat and Aurigan Coalition making off with valuable salvage, slaves and tech at each turn.
A sizable bounty has been placed on his head by several states and the arrival of his dropship, The Reaver in system is a sure sign of trouble. Red's Marauders are surprisingly well equipped for a pirate force and whilst their mechs are patched and motley looking, they are all in perfect running order leading some to suspect they have either a large supply of parts and replacement mechs at their base or have a patron who funds their raids.
During a recent raid on Rynn's Steading, the Marauders encountered a lance of Wilson's Hussars lead by Captain Wilson himself. Destaining the poor reputation of Wilson's Wimps and the decrepit state of their mechs, Red led the attack only to find his mech shot out from under him and his force thrown back in disarray. Red managed to eject from the cockpit of his Thunderbolt and swore vengeance on the two bit losers who dented his pride.
This victory has seen Wilson's Hussars regain some pride and the salvage they've collected as well as equipment the Canopians have supplied has started the long process of repairing both their morale and their mechs.
The Marauders have retreated off world to lick their wounds but Red is determined to teach the Hussars a lesson in humility and is planning on hitting the world of Rynn's Steading again, especially as whispers of valuable booty has found its way to his spies ears...
Over the course of today, I hope to post more information on each force and the campaign I plan on setting up so watch this space!
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